Children should be banned from buying video game 'loot boxes' over fears that they are being led into gambling, MPs argue.

Loot boxes are purchasable items in video games, which players can buy using real money. The contents of the boxes - such as virtual weapons, characters and customisable items - are randomised and not known until after they are purchased, which has led to concerns they are a gateway to gambling for young gamers .

Is is thought the loot boxes generate billions in revenue for major game companies.

EA Sports' FIFA Ultimate Team packs are one example of purchasable in-game content which has MPs worried.

The packs contain cards with footballers which FIFA players can add to their team, but they have no idea which footballers are in the packs until after they are paid for and opened. The most desired cards are often the rarest, which can lead players to spend more and more money trying to add the best virtual footballers to their FIFA Ultimate Team squad.

One gamer told the Government's Department for Digital, Culture, Media & Sport committee (DCMS) they spent up to £1,000 a year on FIFA loot boxes.

DCMS committee chair Damian Collins MP called on the Government to update its gambling laws to cover video game loot boxes, and ban under 18s from buying them.

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He said: "Their [video game producers] business models are built on this, but it's time for them to be more responsible in dealing with the harms these technologies can cause for some users.

"Loot boxes are particularly lucrative for games companies but come at a high cost, particularly for problem gamblers, while exposing children to potential harm.

"Buying a loot box is playing a game of chance and it is high time the gambling laws caught up. We challenge the Government to explain why loot boxes should be exempt from the Gambling Act."

A DCMS' report says it "struggled to get clear answers and useful information from companies across the games industry", describing them as "wilfully obtuse", but hopes the inquiry will focus minds on the potential harms.

MPs have called on the Government to force gaming firms to disclose aggregated player data with researchers and to help finance an independent research through a levy.

In response to the report, UK Interactive Entertainment, the country's gaming trade body, said the industry will continue to put the welfare of players first but admitted "a minority" struggle to find balance.

"We will review these recommendations with utmost seriousness and consult with the industry on how we demonstrate further our commitment to player safety - especially concerning minors and vulnerable people," said Dr Jo Twist, chief executive of the organisation.

"We are pleased the committee acknowledges that the majority of people play video games in a positive, safe and responsible way. The industry does not dispute that, for a minority, finding balance is a problem.

"This is why we are vocal in supporting efforts to increase digital literacy and work with schools and carers on education programmes. The discussion around age ratings is actively ongoing and the system is continually reviewed. Changes have already been made including the introduction of an in-game purchase description label and as technology evolves so will the robust process by which it is reviewed and rated."

The Gambling Commission said: "In our evidence to the select committee we set out our view that under current legislation loot boxes could only be caught as gaming under the Gambling Act where they offered a prize of money or money's worth.

"For all loot boxes to be classed as gaming under the Gambling Act there would need to be a change to primary legislation. We take concerns around excessive or gambling-like behaviour in video games seriously. Children and vulnerable people must be protected from harm and we will consider the Committee's report carefully before responding."

The Government said it takes concerns seriously and "will consider the committee's report carefully before responding".